Due to recent discussions, I have decided to start up a new pseudo-project thread to hopefully realize the capabilities of MDLEdit and finally create a mod I've been wanting for a long while.
In this particular project, I'd like to discover all that MDLEdit can do with Emitters.
My personal level of expertise is more or less novice level (I just now learned what nodes are in a 3d model file), so I may take a bit to pick up on some subjects.
So, to get the ball rolling, I want to change the spawn rate and possibly vary the dispersal of rain droplet effects in TSL. Additionally, I would like to change the size and if possible the number of sprites in smoke and fire. (Both of these would be for TSL for the time being.)
Firstly, which files will I need to crack open in order to do this? Is there a method or format I need to use? (Like converting them to binary for example)
A lot of us are familiar with how MDLOPS functioned and of its limitations and workarounds. However, with the new update that just arrived this year, along with the inclusion of MDLEdit, all of the old tutorials and methods are likely outdated.
So, I was wondering if the team behind these new tools had a guide (Like the one that comes packaged with TSPatcher) or was planning to create some tutorials on what the model modding process should look like.
First of all, this changes up some of the units so there are entirely new classes devoted to most existing classes and each complement eachother.
For example, the engineer no longer has to carry all of the healthkits, that role is taken over by an actual Support class which has their own regen buff. With the new units come a bunch of new weapons and abilities. http://www.moddb.com...ass-description
A big reason I also like this mod the most is that it greatly improves the blaster bolt sprites and makes firefights quite cinematic in dark spaces as it also causes them to cast a lot of ambient light.
If you want screenshots or videos of these mods ingame, there are a bunch on the Moddb site, and I frankly don't know if the authors would want me to repost them here.
I figured I'd mention these mods since it seems like most mods for Battlefront 2 (Original) are from 5 to 10 years ago, and it's good to see some new and better stuff still being developed for it.
I've been pondering this for quite some time, frankly to once and for all fix the issue of inner model geometry showing when a character is turned into a hologram. After so long we finally have people who understand the models to actually do this.
The issue I speak of is to the best of my knowledge because Obsidian decided instead of having a unique effect texture for holograms (As was the case in Kotor 1), they would instead just run a hologram filter over the character models themselves. This, I theorize caused unforeseen consequences such as the geometry of the eyes, teeth, and gums suddenly becoming visible of which looks frankly downright freaky.
I have previously attempted to mitigate this effect by manually painting the texture with a color that blends in better, but it only works on a few and doesn't work at all on some like the Peragus Medical Officer.
So, I want to know is, if indeed the issue is being caused by extra geometry in the model, could I somehow remove it from rendering or if perhaps there's a better way?
Yes, I will upload screenshots to illustrate the problem I'm attempting to describe.